Refactor out entity removal function
This allows a singular entity removal method for the gamemain
parent
fb0f16d984
commit
add592afd2
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@ -1,8 +1,12 @@
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#include "game_systems.h"
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#include "particle_sys.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "particle_sys.h"
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#include "AABB.h"
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#include "EC.h"
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#include "constants.h"
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#include <stdio.h>
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@ -48,8 +52,8 @@ static inline void destroy_tile(LevelSceneData_t* lvl_data, unsigned int tile_id
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.spr = spr,
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = {
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.x = tile_idx % tilemap.width * tilemap.tile_size + tilemap.tile_size / 2,
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.y = tile_idx / tilemap.width * tilemap.tile_size + tilemap.tile_size / 2,
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.x = tile_idx % tilemap.width * tilemap.tile_size + (tilemap.tile_size >> 1),
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.y = tile_idx / tilemap.width * tilemap.tile_size + (tilemap.tile_size >> 1),
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},
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.n_particles = 5,
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.user_data = CONTAINER_OF(lvl_data, LevelScene_t, data),
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@ -71,6 +75,7 @@ static bool check_collision_and_move(
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SolidType_t other_solid
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)
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{
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// TODO: Need some NULL checks to be more robust
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CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(ent, CBBOX_COMP_T);
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Vector2 overlap = {0,0};
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@ -149,24 +154,14 @@ collision_end:
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return overlap_mode > 0;
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}
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void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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static void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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/* Use the helper function to remove any entity
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* This is because some components may have deinit steps
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* This function will also take care of the tilemap collision handling
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* */
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Vector2 half_size = {0,0};
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_bbox != NULL)
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{
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half_size = p_bbox->half_size;
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}
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CEmitter_t* p_emitter = get_component(p_ent, CEMITTER_T);
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if (p_emitter != NULL)
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{
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unload_emitter_handle(&scene->part_sys, p_emitter->handle);
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}
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if (p_ent->m_tag == BOULDER_ENT_TAG)
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{
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@ -236,7 +231,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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play_sfx(scene->engine, ARROW_DESTROY_SFX);
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}
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remove_entity_from_tilemap(&scene->ent_manager, tilemap, p_ent);
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clear_an_entity(scene, tilemap, p_ent);
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}
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void check_player_dead_system(Scene_t* scene)
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@ -564,7 +559,6 @@ void player_crushing_system(Scene_t* scene)
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Entity_t* p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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// TODO: Use BBox for crushing check only if not noclip
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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uint8_t edges = check_bbox_edges(
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@ -94,6 +94,7 @@ void free_game_scene(LevelScene_t* scene);
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void init_sandbox_scene(LevelScene_t* scene);
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void free_sandbox_scene(LevelScene_t* scene);
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void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone);
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void clear_an_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent);
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void clear_all_game_entities(LevelScene_t* scene);
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void term_level_scene_data(LevelSceneData_t* data);
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void reload_level_tilemap(LevelScene_t* scene);
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@ -53,22 +53,37 @@ void term_level_scene_data(LevelSceneData_t* data)
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}
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}
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void clear_an_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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/* Use the helper function to remove any entity
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* This is because some components may have deinit steps
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* This function will also take care of the tilemap collision handling
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* */
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CEmitter_t* p_emitter = get_component(p_ent, CEMITTER_T);
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if (p_emitter != NULL)
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{
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unload_emitter_handle(&scene->part_sys, p_emitter->handle);
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}
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if (get_component(p_ent, CWATERRUNNER_T)!= NULL)
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{
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free_water_runner(p_ent, &scene->ent_manager);
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}
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remove_entity_from_tilemap(&scene->ent_manager, tilemap, p_ent);
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}
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void clear_all_game_entities(LevelScene_t* scene)
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{
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Entity_t* ent;
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sc_map_foreach_value(&scene->scene.ent_manager.entities, ent)
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{
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CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T);
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if (p_crunner != NULL)
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{
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free_water_runner(ent, &scene->scene.ent_manager);
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}
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CEmitter_t* p_emitter = get_component(ent, CEMITTER_T);
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if (p_emitter != NULL)
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{
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unload_emitter_handle(&scene->scene.part_sys, p_emitter->handle);
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}
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clear_an_entity(&scene->scene, &scene->data.tilemap, ent);
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}
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// This is unnecessary as the first pass should clear everything
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// For now, leave it in. This is not expected to call all the time
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// so not too bad
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clear_entity_manager(&scene->scene.ent_manager);
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for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++)
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{
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